Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
Scanned 6/3/2026
Install to Claude Code
npx -y skills add jame581/GodotPrompter --skill godot-code-review --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Godot Code Review?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/jame581-godot-code-review)More formats (shields.io, HTML) on the badges page.
---
name: godot-code-review
description: Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
---
# Godot Code Review
A structured review guide for Godot 4.3+ projects covering GDScript and C#. Work through each checklist section, then produce a review summary using the output template at the end.
> **Related skills:** **godot-testing** for TDD and test coverage, **scene-organization** for scene tree best practices, **godot-optimization** for performance review.
---
## 1. Node & Scene Architecture
- [ ] Each scene has a single, clear responsibility (player, enemy, UI widget, etc.)
- [ ] Inheritance chains are shallow — prefer composition via child nodes over deep `extends` hierarchies
- [ ] Autoloads (singletons) are used sparingly; only truly global state belongs there
- [ ] Node references traverse only to direct children — no `get_parent()` chains
- [ ] `@onready` (GDScript) or `GetNode<T>()` (C#) targets direct children or named paths within the same scene
### Anti-pattern — `get_parent()` chain
```gdscript
# BAD: tight coupling, breaks if the tree changes
func take_damage(amount: int) -> void:
get_parent().get_parent().get_node("HUD").update_health(health)
```
```csharp
// BAD: tight coupling, breaks if the tree changes
public void TakeDamage(int amount)
{
GetParent().GetParent().GetNode("HUD").Call("UpdateHealth", _health);
}
```
### Fix — emit a signal instead
```gdscript
# GOOD: parent/ancestor listens; child stays decoupled
signal health_changed(new_health: int)
func take_damage(amount: int) -> void:
health -= amount
health_changed.emit(health)
```
```csharp
// GOOD: parent/ancestor listens; child stays decoupled
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
public void TakeDamage(int amount)
{
_health -= amount;
EmitSignal(SignalName.HealthChanged, _health);
}
```
---
## 2. GDScript Style
- [ ] Variables and functions use `snake_case`
- [ ] Class names declared with `class_name` use `PascalCase`
- [ ] Constants use `SCREAMING_SNAKE_CASE`
- [ ] All function parameters and return types carry type hints
- [ ] `@export` variables include an explicit type
- [ ] Signal declarations appear at the top of the file, before variables
### Bad — untyped
```gdscript
var speed = 200
var health = 100
func move(direction):
position += direction * speed
func heal(amount):
health += amount
return health
```
```csharp
// BAD: no explicit types, weak contracts
float speed = 200;
int health = 100;
public void Move(object direction)
{
Position += (Vector2)direction * speed;
}
public object Heal(object amount)
{
health += (int)amount;
return health;
}
```
### Good — typed
```gdscript
class_name PlayerController
extends CharacterBody2D
signal health_changed(new_health: int)
signal player_died()
const MAX_HEALTH: int = 100
const BASE_SPEED: float = 200.0
@export var speed: float = BASE_SPEED
@export var max_health: int = MAX_HEALTH
var health: int = max_health
func move(direction: Vector2) -> void:
velocity = direction * speed
move_and_slide()
func heal(amount: int) -> int:
health = mini(health + amount, max_health)
health_changed.emit(health)
return health
```
```csharp
// GOOD: strongly typed, proper C# conventions
public partial class PlayerController : CharacterBody2D
{
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
[Signal]
public delegate void PlayerDiedEventHandler();
private const int MaxHealth = 100;
private const float BaseSpeed = 200f;
[Export] public float Speed { get; set; } = BaseSpeed;
[Export] public int MaxHp { get; set; } = MaxHealth;
private int _health;
public override void _Ready()
{
_health = MaxHp;
}
public void Move(Vector2 direction)
{
Velocity = direction * Speed;
MoveAndSlide();
}
public int Heal(int amount)
{
_health = Mathf.Min(_health + amount, MaxHp);
EmitSignal(SignalName.HealthChanged, _health);
return _health;
}
}
```
---
## 3. C# Style
- [ ] Node scripts use `partial class` to allow Godot source generators to work
- [ ] Methods and properties use `PascalCase`; local variables use `camelCase`
- [ ] `[Export]` properties use `PascalCase`
- [ ] `[Signal]` delegates follow the `<EventName>EventHandler` naming pattern
- [ ] `GetNode<T>()` results are null-checked or cached in `_Ready()` and validated
```csharp
// GOOD
public partial class PlayerController : CharacterBody2D
{
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
[Export] public float Speed { get; set; } = 200f;
[Export] public int MaxHealth { get; set; } = 100;
private int _health;
private AnimationPlayer _animationPlayer = null!;
public override void _Ready()
{
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
// Validate at startup rather than silently failing later
if (_animationPlayer is null)
GD.PushError("AnimationPlayer node not found on PlayerController");
_health = MaxHealth;
}
public void TakeDamage(int amount)
{
_health = Mathf.Max(_health - amount, 0);
EmitSignal(SignalName.HealthChanged, _health);
}
}
```
---
## 4. Performance
- [ ] `get_node()` / `$NodePath` is never called inside `_process()` or `_physics_process()` — always cache with `@onready`
- [ ] `load()` is not called in hot paths — use `preload()` for compile-time loading or cache the result
- [ ] `_process()` is disabled (`set_process(false)`) when the node does not need per-frame updates
- [ ] `StringName` (or `&"string"` literal) is used for comparisons inside `_process()` or tight loops
### Anti-pattern — uncached node lookup in `_process()`
```gdscript
# BAD: get_node() traverses the tree every frame
func _process(delta: float) -> void:
get_node("HUD/HealthBar").value = health
get_node("HUD/Label").text = str(health)
```
```csharp
// BAD: GetNode() traverses the tree every frame
public override void _Process(double delta)
{
GetNode<ProgressBar>("HUD/HealthBar").Value = _health;
GetNode<Label>("HUD/Label").Text = _health.ToString();
}
```
### Fix — cache with `@onready`
```gdscript
# GOOD: resolved once at scene load
@onready var _health_bar: ProgressBar = $HUD/HealthBar
@onready var _health_label: Label = $HUD/Label
func _process(delta: float) -> void:
_health_bar.value = health
_health_label.text = str(health)
```
```csharp
// GOOD: resolved once in _Ready()
private ProgressBar _healthBar = null!;
private Label _healthLabel = null!;
public override void _Ready()
{
_healthBar = GetNode<ProgressBar>("HUD/HealthBar");
_healthLabel = GetNode<Label>("HUD/Label");
}
public override void _Process(double delta)
{
_healthBar.Value = _health;
_healthLabel.Text = _health.ToString();
}
```
### StringName in hot paths
```gdscript
# BAD: new String allocation compared each frame
if animation_name == "run":
pass
# GOOD: StringName literal, no allocation
if animation_name == &"run":
pass
```
```csharp
// BAD: allocates a new StringName each frame
if (animationName == "run") { }
// GOOD: cache StringName as a static field
private static readonly StringName RunAnim = new("run");
public override void _Process(double delta)
{
if (animationName == RunAnim) { }
}
```
---
## 5. Input Handling
- [ ] All actions use Input Map names (Project > Project Settings > Input Map), not hardcoded key constants
- [ ] `_unhandled_input()` is preferred over `_input()` to allow UI controls to consume events first
- [ ] Continuous movement is driven by `Input.get_vector()` / `Input.is_action_pressed()` inside `_physics_process()`
- [ ] Discrete one-shot actions (jump, shoot) are handled in `_unhandled_input()`
```gdscript
# Continuous movement — physics process
func _physics_process(delta: float) -> void:
var direction: Vector2 = Input.get_vector(
&"ui_left", &"ui_right", &"ui_up", &"ui_down"
)
velocity = direction * speed
move_and_slide()
# Discrete action — unhandled input
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed(&"jump"):
_jump()
```
```csharp
// Continuous movement — physics process
public override void _PhysicsProcess(double delta)
{
Vector2 direction = Input.GetVector(
"ui_left", "ui_right", "ui_up", "ui_down"
);
Velocity = direction * Speed;
MoveAndSlide();
}
// Discrete action — unhandled input
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed("jump"))
{
Jump();
}
}
```
---
## 6. Signals & Communication
- [ ] Signals travel **up** the tree (child emits, parent/ancestor connects); method calls go **down** (parent calls child method)
- [ ] Connections are established in `_ready()` or wired in the editor — not in `_process()` or one-off callbacks
- [ ] There are no circular signal dependencies between nodes
- [ ] Signal names use **past tense** to describe what happened
```gdscript
# Good signal names
signal health_changed(new_health: int) # past tense
signal enemy_died() # past tense
signal item_collected(item: ItemData) # past tense
# Bad signal names (present/imperative tense)
# signal update_health(value: int)
# signal die()
# signal collect_item(item: ItemData)
```
```csharp
// Good signal names — past tense, EventHandler suffix
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
[Signal]
public delegate void EnemyDiedEventHandler();
[Signal]
public delegate void ItemCollectedEventHandler(ItemData item);
// Bad signal names (present/imperative tense)
// public delegate void UpdateHealthEventHandler(int value);
// public delegate void DieEventHandler();
// public delegate void CollectItemEventHandler(ItemData item);
```
```gdscript
# Parent connects to child signal in _ready()
func _ready() -> void:
$Enemy.enemy_died.connect(_on_enemy_died)
$Player.health_changed.connect(_on_player_health_changed)
```
```csharp
// Parent connects to child signal in _Ready()
public override void _Ready()
{
GetNode<Enemy>("Enemy").EnemyDied += OnEnemyDied;
GetNode<Player>("Player").HealthChanged += OnPlayerHealthChanged;
}
```
---
## 7. Resource Management
- [ ] `preload()` is used for resources known at edit time (scenes, textures, audio); `load()` is used for paths resolved at runtime
- [ ] Large or level-specific resources loaded at runtime use `ResourceLoader.load_threaded_request()` to avoid frame stalls
- [ ] Dynamically instantiated nodes are freed with `queue_free()`, not `free()`, to avoid use-after-free crashes
```gdscript
# Compile-time — path is validated by the editor
const BULLET_SCENE: PackedScene = preload("res://scenes/bullet.tscn")
# Runtime — path comes from data
func _load_level(path: String) -> void:
ResourceLoader.load_threaded_request(path)
func _check_load(path: String) -> void:
if ResourceLoader.load_threaded_get_status(path) == ResourceLoader.THREAD_LOAD_LOADED:
var scene: PackedScene = ResourceLoader.load_threaded_get(path)
get_tree().change_scene_to_packed(scene)
# Cleanup
func _on_enemy_died() -> void:
queue_free() # safe — deferred until end of frame
```
```csharp
// Compile-time equivalent — load once in a static field or _Ready()
private static readonly PackedScene BulletScene =
GD.Load<PackedScene>("res://scenes/bullet.tscn");
// Runtime — path comes from data
private void LoadLevel(string path)
{
ResourceLoader.LoadThreadedRequest(path);
}
private void CheckLoad(string path)
{
if (ResourceLoader.LoadThreadedGetStatus(path) == ResourceLoader.ThreadLoadStatus.Loaded)
{
var scene = ResourceLoader.LoadThreadedGet(path) as PackedScene;
GetTree().ChangeSceneToPacked(scene);
}
}
// Cleanup
private void OnEnemyDied()
{
QueueFree(); // safe — deferred until end of frame
}
```
---
## 8. Error-Prone Patterns
| Pattern | Problem | Fix |
|---|---|---|
| `await get_tree().create_timer(t).timeout` after `queue_free()` | Timer signal fires on a freed node, causing errors | Check `is_instance_valid(self)` after `await`, or use `create_tween()` which auto-stops |
| Fragile node paths like `$A/B/C/D/E` | Breaks silently when the scene tree is reorganized | Refactor to direct children + signals, or export a `NodePath` |
| `call_deferred()` used everywhere | Defers are appropriate for cross-frame safety, not a general solution; overuse hides real design issues | Only defer when crossing physics/main thread boundaries or breaking a call cycle |
| `set_physics_process(true)` called inside `_physics_process()` | Redundant call every frame; wastes CPU | Call once at the point you actually want to enable/disable processing |
| Directly setting `position` on a `CharacterBody2D` | Bypasses collision; teleports the body and can cause tunnelling | Use `move_and_slide()` with `velocity`; only set `position`/`global_position` for intentional teleports |
---
## 9. Review Output Format
Use this template when delivering a review:
```
## Code Review — <FileName or Feature>
### Critical
Issues that will cause bugs, crashes, or significant performance problems.
- [ ] <node/line> — <issue> — **Suggested fix:** <fix>
### Improvements
Code quality, style, or maintainability concerns that should be addressed.
- [ ] <node/line> — <issue> — **Suggested fix:** <fix>
### Positive
What the code does well — reinforce good patterns.
- <observation>
---
Reviewed against: Godot 4.3+ best practices
```
### Example
```
## Code Review — PlayerController.gd
### Critical
- [ ] _process() line 42 — `get_node("HUD/HealthBar")` called every frame — **Suggested fix:** Cache with `@onready var _health_bar: ProgressBar = $HUD/HealthBar`
- [ ] take_damage() line 67 — no type hints on parameter or return — **Suggested fix:** `func take_damage(amount: int) -> void:`
### Improvements
- [ ] Line 12 — signal `updateHealth` should be past tense — **Suggested fix:** Rename to `health_changed`
- [ ] Line 8 — `var speed = 200` missing type hint — **Suggested fix:** `var speed: float = 200.0`
### Positive
- Signals are declared at the top of the file
- Constants correctly use SCREAMING_SNAKE_CASE
- `queue_free()` used correctly for cleanup
---
Reviewed against: Godot 4.3+ best practices
```
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!